#define BLEND_HARDLIGHT
#define BLEND_NORMAL
#include "res/shaders/BlendMode.frag"

uniform mat4 channel0Mat;

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
		vec2 uv = fragCoord.xy / iResolution.xy;

    vec4 bgUV = channel0Mat * vec4(uv, 0.0, 1.0);

    vec4 bgColor = texture2D(iChannel0, bgUV.xy);

    fragColor = bgColor;
    // fragColor = segColor;
}
